Mazer Rackham Posted Tuesday at 09:01 AM Share Posted Tuesday at 09:01 AM (edited) 10 hours ago, jaxom said: Would one want 1/12 to be the “knob” to turn or 1/20? I'll have you know mine goes up to 1/100, you cubist idolator. Although, I've met some 'knobs' who go over 9,000... Edited Tuesday at 09:11 AM by Mazer Rackham jaxom and phandaal 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/388255-dice-systems-d12-v-d6/page/3/#findComment-6180076 Share on other sites More sharing options...
Brother Casman Posted Tuesday at 11:55 AM Share Posted Tuesday at 11:55 AM I like d12s as they give more options for randomization - you can easily simulate a d2, a d3, a d4, and a d6 with a d12. Would that be strictly necessary in modern 40k? Probably not, but more varied tables of effects could be fun, imagine a d46 table, in the same vein as the existing d33, d36, and d66 tables of yore. A first draft of a revised game could start with "translating" the existing mechanics from d6s to d12s (e.g. Marine BS goes from 3+ on a d6 to a 5+ on a d12 which yields the same chance of hitting). A second pass could widen the options available, e.g. regular Guardsman hits on a 7+, an elite Guardsman hits on a 6+, regular Marine hits on a 5+, elite Marine hits on a 4+, etc. That said, I do recognise that the increased granularity is probably more suited to a somewhat smaller scale game than 40k - you'd probably be using a few squads vs a whole army. roryokane and Mogger351 2 Back to top Link to comment https://bolterandchainsword.com/topic/388255-dice-systems-d12-v-d6/page/3/#findComment-6180079 Share on other sites More sharing options...
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